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v2.2.2 patch

I've just updated the [beta] branch with what is hopefully the final patch before v2.2 comes out of beta.

This patch (v2.2.2) includes some pathfinding optimisations, guest behaviour improvements, fixes a couple of bugs and also include translations for all languages.

[h3]Changelog[/h3]
  • Fixed bug - if a mod caused an animation error, it would cause the animations of all the following objects to stop working. Now, only the modded object itself will stop working.
  • Fixed bug - after selecting and deselecting a paint, all items on people could be picked up with the move tool for a limited time.
  • Fixed bug - stopped a harmless "collection modified while iterating error" from occuring.
  • Simulation (Freshwater Frenzy) - Changed Electric Eel starting size so that it eats size 3 animals.
  • Simulation - starfish eater size ratio changed to 40% (same as fish eater and crustacean eater) for consistency.
  • Simulation/optimisation - when attracted to an object, guests will choose a random square within range, rather than always the closest one. This creates a more natural looking behaviour and also makes it more likely for guests to view a tank from interesting locations like the middle of bridges and tunnels, rather than always going to the closest square.
  • Optimisation - added a maximum range to the guest pathfinding algorithm equal to the maximum range of the object which is attracting the guest. This saves a significant amount of computation in the case where the pathfind is impossible e.g. glass edges of tanks which are inaccessible. In particular, this change will make Mega Tanks run a lot faster.
  • Modding - Mods which contain geometry with no material assigned no longer stop the game from loading and force the player to disable all mods. Instead the geometry is ignored during the load process and a warning is shown in the mod info panel if you are the mod's creator.
  • Modding - Added 200 chars to Chinese Atlas for modding purposes.